houghtam wrote:Wow, I'll have Taking Analogies Literally for $1000, Alex.
Let's extrapolate this a little. Let's send our EMT and doctor on a hike with no equipment. Or hell, give them some equipment, I don't care. They each get a first aid kit, it doesn't much matter. The point is that while hiking, they are hikers...hell, let's just call them adventurers. When they go back home, they are an EMT and a doctor. That is their occupation. Both are likely to have pretty good training in how to use their skills to keep another person alive. That is to say, their OCC and Elective skills will be more or less similar. However, the doctor may be an avid hunter, and the EMT might like to go rock climbing on weekends. These are their secondary skills, and while they may naturally be better at some due to their profession, they are based on rounding the character out.
The same is true with the Thief and the Assassin. One specializes in stealing things, the other specializes in killing people. Because of the very nature of those occupations, there will obviously be many skills that bleed into one another. It is up to the person rolling the character to make him unique. "Why would I choose to be a Thief and not an Assassin?" Well, other than the attribute requirements (which I guess since I was laughed at, no one uses?), how about this: because that's his job. Make up a story, and make it interesting. To me, that's far more fun than "nah, I'm choosing X because I get an X-Ray death strike with multi boost combo breaker at level 2."
And yes, I will totally be responding in the "what's your favorite OCC" thread.
And what's stopping you from choosing X because you get an X-Ray deaths trike with multi-boost combo breaker at level two AND still making a sweet story with it? Like you can have both you know right? Just making a character without thinking about the meta a bit doesn't some how make them more interesting. And just because your example of that EMT and Doctor having skills does not change the fact they can still have their own interesting thing, even if they can't use it out of their areas of expertise, you'll still see them respond differently when using their skills when out of that element.
Case in point as I pointed out, EMT's the better in the field, and that the two similar classes can be made separate and distinct from a game play level because of those differences, but thief and assassin or soldier and mercenary don't have those as a built in mechanic. Knight and Paladin suffer the same way, but you look at say Monk and Solider, or Diabolist and Summoner, Wizard and Warlock, and those all have distinct different game play value beyond the story you attach to them.
And to respond to MADMANMIKE, I never said these abilities must be combat focused. An actual ability for Soldier could be something simple like noted connections that gives them a discount on second hand military stuff. Bonuses to information gathering skills when working in their old stomping grounds. Noticeable and meaningful skill bonuses. Not a vague description of how they could maybe still be in an army (which is awful from an adventure game stand point as I've gone over, unless its a party wide thing), that doesn't actually have any -rules- to connect it to the game, leaving it in the realm of GM writ, which can be done with -any- class. There's nothing stopping a GM and Player going "Well, my assassin is going to be a Western Special Forces guy, so I'mma be in the army", or "I'd like my Wizard to be a field mage for the Eastern Territory kingdoms", or "My Wolfen is going to be part of that new military test for the Wolfen magical warfare stuff." it makes a fine story and that's all well and good, but it's not something you can hold up for the soldier class and try and call a class ability.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
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